Mercurial > hg > early-roguelike
diff arogue7/pack.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
---|---|
date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/pack.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1548 @@ +/* + * pack.c - Routines to deal with the pack. + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "Rogue: Exploring the Dungeons of Doom" + * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include "curses.h" +#include <ctype.h> +#include "rogue.h" +#ifdef PC7300 +#include "menu.h" +#endif + +/* + * Routines to deal with the pack + */ + +/* + * add_pack: + * Pick up an object and add it to the pack. If the argument is non-null + * use it as the linked_list pointer instead of gettting it off the ground. + */ +bool +add_pack(item, silent, packret) +register struct linked_list *item, **packret; +bool silent; +{ + register struct linked_list *ip, *lp, *ap; + register struct object *obj, *op; + register bool exact, from_floor; + + if (packret != NULL) + *packret = NULL; + + if (item == NULL) + { + from_floor = TRUE; + if ((item = find_obj(hero.y, hero.x)) == NULL) + return(FALSE); + } + else + from_floor = FALSE; + obj = OBJPTR(item); + /* + * If it is gold, just add its value to rogue's purse and get rid + * of it. + */ + if (obj->o_type == GOLD) { + register struct linked_list *mitem; + register struct thing *tp; + + if (!silent) { + if (!terse) addmsg("You found "); + msg("%d gold pieces.", obj->o_count); + } + + /* First make sure no greedy monster is after this gold. + * If so, make the monster run after the rogue instead. + */ + for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { + tp = THINGPTR(mitem); + if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; + } + + purse += obj->o_count; + if (from_floor) { + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + } + o_discard(item); + return(TRUE); + } + + /* + * see if he can carry any more weight + */ + if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { + msg("Too much for you to carry."); + return FALSE; + } + /* + * Link it into the pack. Search the pack for a object of similar type + * if there isn't one, stuff it at the beginning, if there is, look for one + * that is exactly the same and just increment the count if there is. + * it that. Food is always put at the beginning for ease of access, but + * is not ordered so that you can't tell good food from bad. First check + * to see if there is something in thr same group and if there is then + * increment the count. + */ + if (obj->o_group) + { + for (ip = pack; ip != NULL; ip = next(ip)) + { + op = OBJPTR(ip); + if (op->o_group == obj->o_group) + { + /* + * Put it in the pack and notify the user + */ + op->o_count += obj->o_count; + if (from_floor) + { + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x, + (roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + } + o_discard(item); + item = ip; + goto picked_up; + } + } + } + + /* + * Check for and deal with scare monster scrolls + */ + if (obj->o_type == SCROLL && obj->o_which == S_SCARE) + if (obj->o_flags & ISCURSED) + { + msg("The scroll turns to dust as you pick it up."); + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + return(TRUE); + } + + /* + * Search for an object of the same type + */ + exact = FALSE; + for (ip = pack; ip != NULL; ip = next(ip)) + { + op = OBJPTR(ip); + if (obj->o_type == op->o_type) + break; + } + if (ip == NULL) + { + /* + * Put it at the end of the pack since it is a new type + */ + for (ip = pack; ip != NULL; ip = next(ip)) + { + op = OBJPTR(ip); + if (op->o_type != FOOD) + break; + lp = ip; + } + } + else + { + /* + * Search for an object which is exactly the same + */ + while (ip != NULL && op->o_type == obj->o_type) + { + if (op->o_which == obj->o_which) + { + exact = TRUE; + break; + } + lp = ip; + if ((ip = next(ip)) == NULL) + break; + op = OBJPTR(ip); + } + } + /* + * Check if there is room + */ + if (ip == NULL || !exact || !ISMULT(obj->o_type)) { + if (inpack == MAXPACK-1) { + msg(terse ? "No room." : "You can't carry anything else."); + return(FALSE); + } + } + inpack++; + if (from_floor) + { + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + } + if (ip == NULL) + { + /* + * Didn't find an exact match, just stick it here + */ + if (pack == NULL) + pack = item; + else + { + lp->l_next = item; + item->l_prev = lp; + item->l_next = NULL; + } + } + else + { + /* + * If we found an exact match. If it is food, + * increase the count, otherwise put it with its clones. + */ + if (exact && ISMULT(obj->o_type)) + { + op->o_count += obj->o_count; + inpack--; /* adjust for previous addition */ + o_discard(item); + item = ip; + goto picked_up; + } + if ((item->l_prev = prev(ip)) != NULL) + item->l_prev->l_next = item; + else + pack = item; + item->l_next = ip; + ip->l_prev = item; + } +picked_up: + /* + * Notify the user + */ + obj = OBJPTR(item); + if (!silent) + { + if (!terse) + addmsg("You now have "); + msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); + } + + /* Relics can do strange things when you pick them up */ + if (obj->o_type == RELIC) { + switch (obj->o_which) { + /* the ankh of Heil gives you prayers */ + case HEIL_ANKH: + msg("The ankh welds itself into your hand."); + if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN) + fuse(prayer_recovery, 0, SPELLTIME, AFTER); + + /* A cloak must be worn. */ + when EMORI_CLOAK: + if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) { + msg("The cloak insists you remove your current garments."); + if (!dropcheck(cur_armor != NULL ? cur_armor + : cur_misc[WEAR_CLOAK])) { + pstats.s_hpt = -1; + msg("The cloak constricts around you."); + msg("It draws your life force from you!!! -- More --"); + wait_for(' '); + death(D_RELIC); + } + } + if (obj->o_charges < 0) /* should never happen, but.... */ + obj->o_charges = 0; + if (obj->o_charges == 0) + fuse(cloak_charge, obj, CLOAK_TIME, AFTER); + + /* The amulet must be worn. */ + when STONEBONES_AMULET: + case YENDOR_AMULET: + if (cur_misc[WEAR_JEWEL] || + cur_relic[STONEBONES_AMULET] || + cur_relic[YENDOR_AMULET]) { + msg("You have an urge to remove your current amulet."); + } + if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) || + cur_relic[STONEBONES_AMULET] || + cur_relic[YENDOR_AMULET]) { + pstats.s_hpt = -1; + msg("The %s begins pulsing.", inv_name(obj, TRUE)); + msg("It fades away.... -- More --"); + wait_for(' '); + death(D_RELIC); + } + msg("The %s welds itself into your chest.",inv_name(obj,TRUE)); + + /* The eye must be inserted in eye socket */ + when EYE_VECNA: + msg("The eye forces you to jam it into your eye socket!"); + pstats.s_hpt -= 75; + if (pstats.s_hpt < 0) { + msg ("The pain is too much for you! -- More --"); + wait_for(' '); + death(D_RELIC); + } + waste_time(); + msg("The excrutiating pain slowly turns into a dull throb."); + + when QUILL_NAGROM: + fuse(quill_charge,0,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER); + + /* Weapons will insist on being wielded. */ + when MUSTY_DAGGER: + case HRUGGEK_MSTAR: + case YEENOGHU_FLAIL: + case AXE_AKLAD: + /* For the daggers start a fuse to change player to a thief. */ + /* and set a daemon to eat gold. */ + if (obj->o_which == MUSTY_DAGGER) { + fuse(changeclass, C_THIEF, roll(20, 20), AFTER); + if (purse > 0) + msg("Your purse feels lighter"); + else + purse = 1; /* fudge to get right msg from eat_gold() */ + eat_gold(obj); + daemon(eat_gold, obj, AFTER); + } + /* For the axe start a fuse to change player to a fighter. */ + if (obj->o_which == AXE_AKLAD) + fuse(changeclass, C_FIGHTER, roll(20, 20), AFTER); + if (cur_weapon != NULL) { + msg("The artifact insists you release your current weapon."); + if (!dropcheck(cur_weapon)) { + pstats.s_hpt = -1; + msg("The artifact forces your weapon into your heart."); + msg("It hums with satisfaction. -- More --"); + wait_for(' '); + death(D_RELIC); + } + } + cur_weapon = obj; + + when SURTUR_RING: + msg("The ring forces itself through your nose!"); + pstats.s_hpt -= 22; + if (pstats.s_hpt < 0) { + msg ("The pain is too much for you! -- More --"); + wait_for(' '); + death(D_RELIC); + } + waste_time(); + turn_on(player, NOFIRE); + msg("The pain slowly subsides."); + otherwise: + break; + } + cur_relic[obj->o_which]++; /* Note that we have it */ + } + + updpack(FALSE, &player); + if (packret != NULL) + *packret = item; + return(TRUE); +} + +#ifdef PC7300 +static menu_t Display; /* The menu structure */ +static mitem_t Dispitems[MAXPACK+1]; /* Info for each line */ +static char Displines[MAXPACK+1][LINELEN+1]; /* The lines themselves */ +#endif + +/* + * inventory: + * list what is in the pack + */ +inventory(list, type) +register struct linked_list *list; +register int type; +{ + register struct object *obj; + register char ch; + register int n_objs, cnt, maxx, curx; + char inv_temp[2*LINELEN+1]; + + cnt = 0; + n_objs = 0; + for (ch = 'a'; list != NULL; ch++, list = next(list)) { + obj = OBJPTR(list); + if (!is_type(obj, type)) + continue; + switch (n_objs++) { + /* + * For the first thing in the inventory, just save the string + * in case there is only one. + */ + case 0: + sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE)); + break; + /* + * If there is more than one, clear the screen, print the + * saved message and fall through to ... + */ + case 1: + if (slow_invent) + msg(inv_temp); + else + { + wclear(hw); + waddstr(hw, inv_temp); + waddch(hw, '\n'); + + maxx = strlen(inv_temp); /* Length of the listing */ + +#ifdef PC7300 + /* Put it into the PC menu display */ + strcpy(Displines[0], inv_temp); + Dispitems[0].mi_name = Displines[0]; + Dispitems[0].mi_flags = 0; + Dispitems[0].mi_val = 0; +#endif + } + /* + * Print the line for this object + */ + default: + if (ch > 'z') + ch = 'A'; + if (slow_invent) + msg("%c) %s", ch, inv_name(obj, FALSE)); + else { + if (++cnt >= lines - 2) { /* if bottom of screen */ + dbotline(hw, morestr); + cnt = 0; + wclear(hw); + } + sprintf(inv_temp, "%c) %s\n", ch, inv_name(obj, FALSE)); + curx = strlen(inv_temp) - 1; /* Don't count new-line */ + if (curx > maxx) maxx = curx; + waddstr(hw, inv_temp); +#ifdef PC7300 + /* Put it into the PC menu display */ + strcpy(Displines[n_objs-1], inv_temp); + Displines[n_objs-1][curx] = '\0'; /* Strip newline */ + Dispitems[n_objs-1].mi_name = Displines[n_objs-1]; + Dispitems[n_objs-1].mi_flags = 0; + Dispitems[n_objs-1].mi_val = 0; +#endif + } + } + } + if (n_objs == 0) { + if (terse) + msg(type == ALL ? "Empty handed." : + "Nothing appropriate"); + else + msg(type == ALL ? "You are empty handed." : + "You don't have anything appropriate"); + return FALSE; + } + if (n_objs == 1) { + msg(inv_temp); + return TRUE; + } + if (!slow_invent) + { +#ifdef PC7300 + /* Place an end marker for the items */ + Dispitems[n_objs].mi_name = 0; + + /* Set up the main menu structure */ + Display.m_label = "Inventory"; + Display.m_title = "Pack Contents"; + Display.m_prompt = "Press Cancl to continue."; + Display.m_curptr = '\0'; + Display.m_markptr = '\0'; + Display.m_flags = 0; + Display.m_selcnt = 0; + Display.m_items = Dispitems; + Display.m_curi = 0; + + /* + * Try to display the menu. If we don't have a local terminal, + * the call will fail and we will just continue with the + * normal mode. + */ + if (menu(&Display) >= 0) return TRUE; +#endif + waddstr(hw, spacemsg); + curx = strlen(spacemsg); + if (curx > maxx) maxx = curx; + + /* + * If we have fewer than half a screenful, don't clear the screen. + * Leave an extra blank line at the bottom and 3 blank columns + * to he right. + */ + if (menu_overlay && n_objs < lines / 2 + 2) { + over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' '); + return TRUE; + } + + draw(hw); + wait_for(' '); + clearok(cw, TRUE); + touchwin(cw); + } + return TRUE; +} + +/* + * picky_inven: + * Allow player to inventory a single item + */ +void +picky_inven() +{ + register struct linked_list *item; + register char ch, mch; + + if (pack == NULL) + msg("You aren't carrying anything"); + else if (next(pack) == NULL) + msg("a) %s", inv_name(OBJPTR(pack), FALSE)); + else + { + msg(terse ? "Item: " : "Which item do you wish to inventory: "); + mpos = 0; + if ((mch = readchar()) == ESCAPE) + { + msg(""); + return; + } + + /* Check for a special character */ + switch (mch) { + case FOOD: + case SCROLL: + case POTION: + case RING: + case STICK: + case RELIC: + case ARMOR: + case WEAPON: + case MM: + msg(""); + if (get_item(pack, NULL, mch, FALSE, FALSE) == NULL) { + if (terse) msg("None in pack."); + else msg("You have no %c in your pack.", mch); + } + return; + } + + for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) + if (ch == mch) + { + msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE)); + return; + } + if (!terse) + msg("'%s' not in pack.", unctrl(mch)); + msg("Range is 'a' to '%c'", --ch); + } +} + + +/* + * get_item: + * pick something out of a pack for a purpose + */ +struct linked_list * +get_item(list, purpose, type, askfirst, showcost) +reg struct linked_list *list; +char *purpose; /* NULL if we should be silent (no prompts) */ +int type; +bool askfirst, showcost; +{ + reg struct linked_list *item; + reg struct object *obj; + reg int cnt, pagecnt, ch, och, maxx, curx, confused; + struct linked_list *saveitem; + char description[2*LINELEN+1]; + char cost[LINELEN/2]; +#ifdef PC7300 + int menucount = 0; + int usemenu = 1; +#endif + + /* + * If this is the player's pack and the player is confused, we + * might just take anything. + */ + if (list == player.t_pack && on(player, ISHUH) && rnd(100) < 75) + confused = 1; + else confused = 0; + + cnt = 0; + if (list == NULL) { + msg("You aren't carrying anything."); + return NULL; + } + /* see if we have any of the type requested */ + for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) { + obj = OBJPTR(item); + if (is_type(obj, type)) { + cnt++; + saveitem = item; + } + } + if (cnt == 0) { + if (purpose) msg("Nothing to %s", purpose); + after = FALSE; + return NULL; + } + else if (cnt == 1) { /* only found one of 'em */ + obj = OBJPTR(saveitem); + while(TRUE) { + if (purpose) { /* Should we prompt the player? */ + msg("%s what (* for the item)?",purpose); + ch = tolower(readchar()); + } + else { + ch = pack_char(list, obj); + msg("%c) %s", ch, inv_name(obj,FALSE)); + } + + if (ch == '*') { + mpos = 0; + msg("%c) %s",pack_char(list, obj),inv_name(obj,FALSE)); + continue; + } + if (ch == ESCAPE) { + msg(""); + after = FALSE; + return NULL; + } + for(item = list,och = 'a'; item != NULL; item = next(item),och++) { + if (ch == och) break; + if (och == 'z') och = 'A' - 1; + } + if (item == NULL) { + msg("Please specify a letter between 'a' and '%c'", + och == 'A' ? 'z' : och-1); + continue; + } + if (is_type (OBJPTR(item), type)) { + if (purpose) mpos = 0; + return item; + } + else + msg ("You can't %s that!", purpose); + + } + } + while (TRUE) { + if (!askfirst && purpose) { + msg("%s what? (* for list): ",purpose); + ch = readchar(); + } + else ch = '*'; + + mpos = 0; + if (ch == ESCAPE) { /* abort if escape hit */ + after = FALSE; + msg(""); /* clear display */ + return NULL; + } + + if (ch == '*') { + wclear(hw); + pagecnt = 0; + maxx = 0; + for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) { + obj = OBJPTR(item); + if (!is_type(OBJPTR(item), type)) + continue; + cost[0] = '\0'; + if (showcost) { + sprintf(description, "[%d] ", get_worth(obj)); + sprintf(cost, "%8.8s", description); + } + sprintf(description,"%c) %s%s\n\r",ch,cost,inv_name(obj,FALSE)); + waddstr(hw, description); + curx = strlen(description) - 2; /* Don't count \n or \r */ + if (maxx < curx) maxx = curx; +#ifdef PC7300 + if (usemenu) { + /* Put it into the PC menu display */ + strcpy(Displines[menucount], description); + Displines[menucount][curx] = '\0'; /* Strip newline */ + Dispitems[menucount].mi_name = Displines[menucount]; + Dispitems[menucount].mi_flags = 0; + Dispitems[menucount++].mi_val = (int) item; + } +#endif + if (++pagecnt >= lines - 2 && next(item) != NULL) { + pagecnt = 0; + dbotline(hw, spacemsg); + wclear(hw); + } + if (ch == 'z') ch = 'A' - 1; + } + + /* Put in the prompt */ + if (purpose) sprintf(description, "%s what? ", purpose); + else strcpy(description, spacemsg); + waddstr(hw, description); + curx = strlen(description); + if (maxx < curx) maxx = curx; + +#ifdef PC7300 + if (usemenu) { + /* Place an end marker for the items */ + Dispitems[menucount].mi_name = 0; + + /* Set up the main menu structure */ + Display.m_label = "Sub-Inventory"; + if (purpose) { + Display.m_title = description; + Display.m_prompt = + "Select an item or press Cancl for no selection."; + Display.m_selcnt = 1; + } + else { + Display.m_title = 0; + Display.m_prompt = "Press Cancl to continue."; + Display.m_selcnt = 0; + } + Display.m_curptr = '\0'; + Display.m_markptr = '\0'; + Display.m_flags = 0; + Display.m_items = Dispitems; + Display.m_curi = 0; + + /* + * Try to display the menu. If we don't have a local terminal, + * the call will fail and we will just continue with the + * normal mode. + */ + if (menu(&Display) >= 0) { + msg(""); + if (Display.m_selcnt == 0) { + /* Menu was cancelled */ + if (purpose) { + after = FALSE; + return NULL; /* all done if abort */ + } + else return saveitem; + } + else return (struct linked_list *) Display.m_curi->mi_val; + } + else { + usemenu = 0; /* Can't use the menu facilities */ + } + } +#endif + /* Write the screen */ + if ((menu_overlay && cnt < lines / 2 + 2) || cnt == 1) { + over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, NULL); + cnt = -1; /* Indicate we used over_win */ + } + else draw(hw); + + if (purpose) { + do { + ch = tolower(readchar()); + } until (isalpha(ch) || ch == ESCAPE); + } + else { + ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */ + wait_for(' '); + } + + /* Redraw original screen */ + if (cnt < 0) { + clearok(cw, FALSE); /* Setup to redraw current screen */ + touchwin(cw); /* clearing first */ + } + else restscr(cw); + + if(ch == ESCAPE) { + after = FALSE; + msg(""); /* clear top line */ + return NULL; /* all done if abort */ + } + /* ch has item to get from list */ + } + + for (item = list,och = 'a'; item != NULL; item = next(item),och++) { + if (confused) { + /* + * Confused is incremented each time so that if the rnd(cnt) + * clause keeps failing, confused will equal cnt for the + * last item of the correct type and rnd(cnt) < cnt will + * have to be true. + */ + if (is_type(OBJPTR(item), type) && rnd(cnt) < confused++) + break; + } + else if (ch == och) break; + if (och == 'z') och = 'A' - 1; + } + + if (item == NULL) { + msg("Please specify a letter between 'a' and '%c'", + och == 'A' ? 'z' : och-1); + continue; + } + + if (is_type(OBJPTR(item), type)) + return (item); + else + msg ("You can't %s that!", purpose); + } +} + +pack_char(list, obj) +register struct object *obj; +struct linked_list *list; +{ + register struct linked_list *item; + register char c; + + c = 'a'; + for (item = list; item != NULL; item = next(item)) { + if (OBJPTR(item) == obj) + return c; + else { + if (c == 'z') c = 'A'; + else c++; + } + } + return 'z'; +} + + +/* + * cur_null: + * This updates cur_weapon etc for dropping things + */ +cur_null(op) +reg struct object *op; +{ + if (op == cur_weapon) cur_weapon = NULL; + else if (op == cur_armor) cur_armor = NULL; + else if (op == cur_ring[LEFT_1]) cur_ring[LEFT_1] = NULL; + else if (op == cur_ring[LEFT_2]) cur_ring[LEFT_2] = NULL; + else if (op == cur_ring[LEFT_3]) cur_ring[LEFT_3] = NULL; + else if (op == cur_ring[LEFT_4]) cur_ring[LEFT_4] = NULL; + else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL; + else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL; + else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL; + else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL; + else if (op == cur_misc[WEAR_BOOTS]) cur_misc[WEAR_BOOTS] = NULL; + else if (op == cur_misc[WEAR_JEWEL]) cur_misc[WEAR_JEWEL] = NULL; + else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL; + else if (op == cur_misc[WEAR_CLOAK]) cur_misc[WEAR_CLOAK] = NULL; + else if (op == cur_misc[WEAR_BRACERS]) cur_misc[WEAR_BRACERS] = NULL; + else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL; +} + +/* + * idenpack: + * Identify all the items in the pack + */ +idenpack() +{ + reg struct linked_list *pc; + + for (pc = pack ; pc != NULL ; pc = next(pc)) + whatis(pc); +} + +is_type (obj, type) +register struct object *obj; +register int type; +{ + register bool current; + + if (type == obj->o_type) + return (TRUE); + + switch (type) { + case ALL: + return (TRUE); + when READABLE: + if (obj->o_type == SCROLL || + (obj->o_type == MM && obj->o_which == MM_SKILLS)) + return (TRUE); + when QUAFFABLE: + if (obj->o_type == POTION || + (obj->o_type == MM && obj->o_which == MM_JUG)) + return (TRUE); + when ZAPPABLE: + if (obj->o_type == STICK) return (TRUE); + if (obj->o_type == RELIC) + switch (obj->o_which) { + case MING_STAFF: + case ASMO_ROD: + case ORCUS_WAND: + case EMORI_CLOAK: + return (TRUE); + } + when WEARABLE: + case REMOVABLE: + current = is_current(obj); + + /* + * Don't wear thing we are already wearing or remove things + * we aren't wearing. + */ + if (type == WEARABLE && current) return (FALSE); + else if (type == REMOVABLE && !current) return (FALSE); + + switch (obj->o_type) { + case RELIC: + switch (obj->o_which) { + case HEIL_ANKH: + case EMORI_CLOAK: + return (TRUE); + } + when MM: + switch (obj->o_which) { + case MM_ELF_BOOTS: + case MM_DANCE: + case MM_BRACERS: + case MM_DISP: + case MM_PROTECT: + case MM_G_DEXTERITY: + case MM_G_OGRE: + case MM_JEWEL: + case MM_R_POWERLESS: + case MM_FUMBLE: + case MM_STRANGLE: + case MM_ADAPTION: + return (TRUE); + } + when ARMOR: + case RING: + return (TRUE); + } + when CALLABLE: + switch (obj->o_type) { + case RING: if (!r_know[obj->o_which]) return(TRUE); + when POTION: if (!p_know[obj->o_which]) return(TRUE); + when STICK: if (!ws_know[obj->o_which]) return(TRUE); + when SCROLL: if (!s_know[obj->o_which]) return(TRUE); + when MM: if (!m_know[obj->o_which]) return(TRUE); + } + when WIELDABLE: + switch (obj->o_type) { + case STICK: + case WEAPON: + return(TRUE); + when RELIC: + switch (obj->o_which) { + case MUSTY_DAGGER: + case HRUGGEK_MSTAR: + case YEENOGHU_FLAIL: + case AXE_AKLAD: + case MING_STAFF: + case ORCUS_WAND: + case ASMO_ROD: + return(TRUE); + } + } + when IDENTABLE: + if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD) + return (TRUE); + if (obj->o_type == MM) { + switch (obj->o_which) { + case MM_JUG: + /* Can still identify a jug if we don't know the potion */ + if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac]) + return (TRUE); + } + } + when USEABLE: + if (obj->o_type == MM) { + switch(obj->o_which) { + case MM_BEAKER: + case MM_BOOK: + case MM_OPEN: + case MM_HUNGER: + case MM_DRUMS: + case MM_DISAPPEAR: + case MM_CHOKE: + case MM_KEOGHTOM: + return (TRUE); + } + } + else if (obj->o_type == RELIC) { + switch (obj->o_which) { + case EMORI_CLOAK: + case BRIAN_MANDOLIN: + case HEIL_ANKH: + case YENDOR_AMULET: + case STONEBONES_AMULET: + case GERYON_HORN: + case EYE_VECNA: + case QUILL_NAGROM: + case SURTUR_RING: + return (TRUE); + } + } + else if (obj->o_type == POTION) { + /* + * only assassins can use poison + */ + if (player.t_ctype == C_ASSASIN && obj->o_which == P_POISON) + return(TRUE); + } + when PROTECTABLE: + switch (obj->o_type) { + case WEAPON: + if ((obj->o_flags & ISMETAL) == 0) return (FALSE); + + /* Fall through */ + case ARMOR: + return (TRUE); + + when MM: + if (obj->o_which == MM_BRACERS) return (TRUE); + } + } + return(FALSE); +} + +del_pack(item) +register struct linked_list *item; +{ + register struct object *obj; + + obj = OBJPTR(item); + if (obj->o_count > 1) { + obj->o_count--; + } + else { + cur_null(obj); + detach(pack, item); + o_discard(item); + inpack--; + } +} + +/* + * carry_obj: + * Check to see if a monster is carrying something and, if so, give + * it to him. + */ + +carry_obj(mp, chance) +register struct thing *mp; +int chance; +{ + reg struct linked_list *item; + reg struct object *obj; + + /* + * If there is no chance, just return. + * Note that this means there must be a "chance" in order for + * the creature to carry a relic. + */ + if (chance <= 0) return; + + /* + * check for the relic/artifacts + * Do the relics first so they end up last in the pack. Attach() + * always adds things to the beginning. This way they will be the + * last things dropped when the creature is killed. This will ensure + * the relic will be on top if there is a stack of item lying on the + * floor and so the hero will know where it is if he's trying to + * avoid it. Note that only UNIQUEs carry relics. + */ + if (on(*mp, ISUNIQUE)) { + if (on(*mp, CARRYMDAGGER)) { + item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYCLOAK)) { + item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYANKH)) { + item = spec_item(RELIC, HEIL_ANKH, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYSTAFF)) { + item = spec_item(RELIC, MING_STAFF, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYWAND)) { + item = spec_item(RELIC, ORCUS_WAND, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYROD)) { + item = spec_item(RELIC, ASMO_ROD, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYYAMULET)) { + item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYBAMULET)) { + item = spec_item(RELIC, STONEBONES_AMULET, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + if (on(*mp, CARRYMANDOLIN)) { + item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + if (on(*mp, CARRYEYE)) { + item = spec_item(RELIC, EYE_VECNA, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + if (on(*mp, CARRYAXE)) { + item = spec_item(RELIC, AXE_AKLAD, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + if (on(*mp, CARRYQUILL)) { + register int i, howmany; + + item = spec_item(RELIC, QUILL_NAGROM, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + obj->o_charges = rnd(QUILLCHARGES); + attach(mp->t_pack, item); + howmany = roll(4,3); + for (i=0; i<howmany; i++) { + /* + * the quill writes scrolls so give him a bunch + */ + item = new_thing(TYP_SCROLL, FALSE); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + } + if (on(*mp, CARRYMSTAR)) { + item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + if (on(*mp, CARRYFLAIL)) { + item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + if (on(*mp, CARRYHORN)) { + item = spec_item(RELIC, GERYON_HORN, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + if (on(*mp, CARRYSURTURRING)) { + item = spec_item(RELIC, SURTUR_RING, NULL, NULL); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + } + /* + * If it carries gold, give it some + */ + if (on(*mp, CARRYGOLD) && rnd(100) < chance) { + item = spec_item(GOLD, NULL, NULL, NULL); + obj = OBJPTR(item); + obj->o_count = GOLDCALC + GOLDCALC; + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries food, give it some + */ + if (on(*mp, CARRYFOOD) && rnd(100) < chance) { + item = spec_item(FOOD, NULL, NULL, NULL); + obj = OBJPTR(item); + obj->o_weight = things[TYP_FOOD].mi_wght; + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries a weapon, give it one + */ + if (on(*mp, CARRYWEAPON) && rnd(100) < chance) { + int type, hit, dam; + + /* Get the "bonuses" */ + hit = rnd(5 + (vlevel / 5)) - 2; + dam = rnd(5 + (vlevel / 5)) - 2; + + /* Only choose an appropriate type of weapon */ + switch (rnd(12)) { + case 0: type = DAGGER; + when 1: type = BATTLEAXE; + when 2: type = MACE; + when 3: type = SWORD; + when 4: type = PIKE; + when 5: type = HALBERD; + when 6: type = SPETUM; + when 7: type = BARDICHE; + when 8: type = TRIDENT; + when 9: type = BASWORD; + when 10:type = DART; + otherwise: type = TWOSWORD; + } + + /* Create the item */ + item = spec_item(WEAPON, type, hit, dam); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries a dagger, give it one + */ + if (on(*mp, CARRYDAGGER) && rnd(100) < chance) { + int hit, dam; + + /* Get the "bonuses" */ + hit = rnd(3 + (vlevel / 5)) - 1; + dam = rnd(3 + (vlevel / 5)) - 1; + + /* Create the item */ + item = spec_item(WEAPON, DAGGER, hit, dam); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries a scroll, give it one + */ + if (on(*mp, CARRYSCROLL) && rnd(100) < chance) { + item = new_thing(TYP_SCROLL, TRUE); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + + /* Can the monster carry this scroll? */ + if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16) + fall(item, FALSE); /* This would scare us! */ + else attach(mp->t_pack, item); + } + + /* + * If it carries a potion, give it one + */ + if (on(*mp, CARRYPOTION) && rnd(100) < chance) { + item = new_thing(TYP_POTION, TRUE); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries a ring, give it one + */ + if (on(*mp, CARRYRING) && rnd(100) < chance) { + item = new_thing(TYP_RING, TRUE); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries a wand or staff, give it one + */ + if (on(*mp, CARRYSTICK) && rnd(100) < chance) { + item = new_thing(TYP_STICK, TRUE); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* + * If it carries any miscellaneous magic, give it one + */ + if (on(*mp, CARRYMISC) && rnd(100) < chance) { + item = new_thing(TYP_MM, TRUE); + obj = OBJPTR(item); + obj->o_pos = mp->t_pos; + attach(mp->t_pack, item); + } + + /* Update the monster's encumberance */ + updpack(TRUE, mp); +} + + +/* + * grab(): + * See what is on the spot where the player is standing. If + * nothing is there, do nothing. If there is one thing, pick it + * up. If there are multiple things, prompt the player for what + * he wants (* means everything). + */ + +grab(y, x) +register y, x; +{ + register struct linked_list *next_item, *item; + register struct object *obj; + register int cnt, pagecnt; + int num_there = 0, ch, och; + + /* + * Count how many objects there are and move them to the front + * of the level list. + */ + for (item = lvl_obj; item != NULL; item = next_item) { + obj = OBJPTR(item); + next_item = next(item); + if (obj->o_pos.y == y && obj->o_pos.x == x) { + num_there++; + detach(lvl_obj, item); /* Remove it from the list */ + attach(lvl_obj, item); /* Place it at the front of the list */ + } + } + + /* Nothing there. */ + if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up."); + + /* Something or things there */ + else { + char linebuf[2*LINELEN+1]; + int curlen, maxlen = 0; + + wclear(hw); + cnt = 0; + pagecnt = 0; + for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there; + item = next(item), ch++, cnt++) { + obj = OBJPTR(item); + /* Construct how the line will look */ + sprintf(linebuf, "%c) %s\n\r", ch, inv_name(obj,FALSE)); + + /* See how long it is */ + curlen = strlen(linebuf) - 2; /* Don't count \n or \r */ + if (maxlen < curlen) maxlen = curlen; + + /* Draw it in the window */ + waddstr(hw, linebuf); + + if (++pagecnt >= lines - 2 && next(item) != NULL) { + pagecnt = 0; + maxlen = 0; + dbotline(hw, spacemsg); + wclear(hw); + } + if (ch == 'z') ch = 'A' - 1; + } + + strcpy(linebuf, "Pick up what? (* for all): "); + + /* See how long it is */ + curlen = strlen(linebuf); /* Don't count \n or \r */ + if (maxlen < curlen) maxlen = curlen; + + /* Draw it in the window */ + waddstr(hw, linebuf); + + /* + * If we have fewer than half a screenful, don't clear the screen. + * Leave an extra blank line at the bottom and 3 blank columns + * to he right. + */ + if (menu_overlay && num_there < lines / 2 + 2) { + over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, NULL); + pagecnt = -1; /* Indicate we used over_win */ + } + else draw(hw); /* write screen */ + + for (;;) { + do { + ch = tolower(readchar()); + } until (isalpha(ch) || ch == '*' || ch == ESCAPE); + + /* Redraw original screen */ + if (pagecnt < 0) { + clearok(cw, FALSE); /* Setup to redraw current screen */ + touchwin(cw); /* clearing first */ + } + else restscr(cw); + + if (ch == ESCAPE) { + after = FALSE; + msg(""); /* clear top line */ + break; + } + if (ch == '*') { + player.t_action = A_PICKUP; + return(1); /* set action to PICKUP and delay for first one */ + } + /* ch has item to get from list */ + + cnt = 0; + for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there; + item = next(item), och++, cnt++) { + if (ch == och) + break; + if (och == 'z') och = 'A' - 1; + } + if (item == NULL || cnt >= num_there) { + wmove(hw, pagecnt < 0 ? num_there : pagecnt, 25); + wprintw(hw, " [between 'a' and '%c']: ", + och == 'A' ? 'z' : och-1); + if (maxlen < 49) maxlen = 49; + + /* + * If we have fewer than half a screenful, don't clear the + * screen. Leave an extra blank line at the bottom and + * 3 blank columns to he right. + */ + if (menu_overlay && num_there < lines / 2 + 2) { + over_win(cw, hw, num_there + 2, maxlen + 3, + num_there, 49, NULL); + cnt = -1; /* Indicate we used over_win */ + } + else draw(hw); /* write screen */ + continue; + } + else { + detach(lvl_obj, item); + if (add_pack(item, FALSE, NULL)) { + /* + * We make sure here that the dungeon floor gets + * updated with what's left on the vacated spot. + */ + if ((item = find_obj(y, x)) == NULL) { + coord roomcoord; /* Needed to pass to roomin() */ + + roomcoord.y = y; + roomcoord.x = x; + mvaddch(y, x, + (roomin(&roomcoord) == NULL ? PASSAGE : FLOOR)); + } + else mvaddch(y, x, (OBJPTR(item))->o_type); + return(1); + } + else attach(lvl_obj, item); /* Couldn't pick it up! */ + break; + } + } + } + + return(0); +} + +/* + * make_sell_pack: + * + * Create a pack for sellers (a la quartermaster) + */ + +make_sell_pack(tp) +struct thing *tp; +{ + reg struct linked_list *item; + reg struct object *obj; + reg int sell_type, nitems, i; + + /* Select the items */ + nitems = rnd(6) + 5; + + switch (rnd(9)) { + /* Armor */ + case 0: + case 1: + turn_on(*tp, CARRYARMOR); + sell_type = TYP_ARMOR; + break; + + /* Weapon */ + case 2: + case 3: + turn_on(*tp, CARRYWEAPON); + sell_type = TYP_WEAPON; + break; + + /* Staff or wand */ + case 4: + turn_on(*tp, CARRYSTICK); + sell_type = TYP_STICK; + break; + + /* Ring */ + case 5: + turn_on(*tp, CARRYRING); + sell_type = TYP_RING; + break; + + /* scroll */ + case 6: + turn_on(*tp, CARRYSCROLL); + sell_type = TYP_SCROLL; + break; + + /* potions */ + case 7: + turn_on(*tp, CARRYPOTION); + sell_type = TYP_POTION; + break; + + /* Miscellaneous magic */ + case 8: + turn_on(*tp, CARRYMISC); + sell_type = TYP_MM; + break; + } + for (i=0; i<nitems; i++) { + item = new_thing(sell_type, FALSE); + obj = OBJPTR(item); + obj->o_pos = tp->t_pos; + attach(tp->t_pack, item); + } +}